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Showing content with the highest reputation on 01/02/2020 in all areas
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1 point
Version 1.0.0
14,227 downloads
[K1] Temple Main Floor - Missing Lamps Fix Lights are always nice in a dark places. Though it'd be nicer to know where it came from... What Happened? Inside the Temple Main Floor, there are rooms with source of lights that comes from nowhere. I was terrified... thought at first they're missing the GIT reference for the placeables, appears they're not, as they're not placeables. With second thought, perhaps they're missing their render flag? Again, no lamp meshes with the room model as pointed by DarthParametric. Apparently, they are missing their lamps which caused by missing references for the objects. In essence, the lamp is not part of the room model nor a placeable, instead a reference model called by the room's. What Does This Mod Do? This mod adds the missing reference for the lamps to four of the rooms inside the Temple Main Floor module. Optionally, it can also readjust the facing point of two Rune Covered Pillars inside one of the room, which I think could improve the aesthetics and immersion that's missing from the original setup. Here's a before-and-after screenshots of what this mod mainly does - And the optional that readjust the pillars' facing point - What Can You Do? There's always room for improvements; reviews, critiques, comments, suggestions, questions and feedbacks are much appreciated. PM, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and using this mod. What You Should Do? For best experience with the game itself, I suggest you to have KOTOR 1 Community Patch installed. Hope you enjoy the mod as much as I do! Installation: run the installer and choose INSTALL option, then hit the [Install Mod ->] button! Uninstallation: remove these files from the Override folder - m44aa_04a.mdl m44aa_04a.mdx m44aa_05a.mdl m44aa_05a.mdx m44aa_15a.mdl m44aa_15a.mdx m44aa_17a.mdl m44aa_17a.mdx Compatibility: will not be compatible with mods that edits and/or replace the relevant models, also mods that possibly changes the module layouts/LYT The mod can be installed anytime - anywhere as the game's progress, and will have direct effect instantly It is play-tested with the latest version of KotOR 1 Restoration/K1R and is compatible with it. At the other hand, it was only by far tested with K1:Community Patch/K1CP v1.7, though assets-wise, there's nothing to be conflicted with the 1.8 version Redistribution: you can redistribute this mod or re-release it on any websites, just don't claim it as your own. Though I'd love to provide direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions. Be advised then, most likely I will not provide ones if I don't know where it re-hosted. If you are to re-use an assets to a project you will be releasing, you don't have to ask for permission - but your generous intention is very much welcome. Inside this mod are resources which can be repurposed for your likings in one condition; please include the unmodified-original sources along with the release of the project. I'd love to know what others are up too, particularly if my work are included. Said and done, give credits to BioWare & LucasArts with the release - as without them this enjoyment would be non-existent. A bit of appreciation to this peasant here is also a very warm welcome, welcome. Credits: The Almighty Force which gave me chance to finish the mod BioWare & LucasArts for developing one of the best RPG I've ever played DarthParametric for helpful insights, troubleshooting, and information regarding the model name in the first place, also for past-present knowledge which allows me to create mods and all his outstanding creation that I am a fan of JCarter426 and Inyri Forge for all their awesome work that I look up to - I learned a lot from their mods and been practicing a lot using their method ROTNR for Creating Module Files in KotOR tutorial which opened the gate for me to packaging a custom MOD/module Fred Tetra for the amazing KotOR Tool bead-v for MDLedit and KOTORmax stoffe for the magnificent TSL Patcher and ERFEdit Fair Strides for improving TSL Patcher functionality and the very helpful KotOR Toolset tk102 for K-GFF Notepad++team for Notepad++ All the Tool Makers wasn't mentioned - can't make it without y'all! All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout, to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site Snigaroo/Sniggles for hosting #mod_development on /r/kotor -eb -
1 pointUnless you want extra skill points or to repair HK-47, I wouldn't worry about intelligence. Also, when I played on console, I usually played soldier/guardian and I didn't worry about charisma, left it at 10, but always put a point in persuade in level up. Made most of the persuade checks, especially later in the game. I had always wanted to take full advantage of soldier and guardian, specialized in melee and lightsaber, and having that Force Jump. And I wanted to repair HK-47. And have a couple more Force powers so I could get Throw Lightsaber in addition to the others I like. That means having Repair as a class skill, too, as I always found the need to max out Persuade and Awareness. And a relatively high intelligence. So I've been doing my tweaking. Trying those cheat mods had been unintentionally hilarious, My lightside Guardian casting Force Lightning when I am controlling another character. Had to pick something on level up! Then go into KSE to delete anything I don't want him to have. 😄 So yeah, some individual tweaking might be in order, simply due to the hard level cap of 20. I don't see why Repair couldn't be a class skill for soldier/Guardian. They have to repair their own weapons and armor, right? And we have the example of Anakin Skywalker, the perfect example of a Jedi Guardian and could repair anything.
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1 pointYour mod throws a generic UTP into the Override. That will replace all instances throughout the game. There are likely dozens, if not more. You need to create your own new custom container, or find an existing unique container to spawn your items into, or use various scripting options to do a one-time spawn into a generic container in the desired module.
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1 pointOh dear. Yeah that is not intentional. Well it was my first mod. I need to look into that. If anybody knows what is causing that please let me know.
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1 pointIf anyone doesn't mind a more cheaty mod to get more feats and powers, try this 3 powers, 3 cheats. https://www.moddb.com/mods/3-feats-3-powers-per-level It affects the entire party, too. And you don't have to worry about holding back on leveling before training to become a Jedi, and you will get the most of both classes. And, at least to me, it feels like getting some of the benefits of K2 in gaining more powers and feats. A second mod- with the warning that it is OP- you'll want to up the difficulty of the game and it won't be every one's cup of tea. All skills are class skills, even for your companions. But you'll start with what we used to call in Dungeons and Dragons flat stats- all 18s. But you'll be able to repair HK-47 to the max.
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1 pointYes, one of the reasons I pick soldier is high health gain, the other is their good in melee combat. My stats are: Str: 12 Dex: 14 Con: 14 Int: 12 Wis: 14 Cha: 12 With the mod I suggested you can level up persuasion as a class skill when playing Soldier like in K2. I find starting with two points higher in Dexterity than Strength makes the Soldier more effective in melee and harder to hit. Also I never level Strength or Dexterity. Their are plenty of items on Taris that boost those attributes. Like Sith Power Gauntlets for strength. Always try to keep your dexterity at least one or two points higher than your strength. Whenever you get the chance to raise an attribute invest in wisdom. High wisdom equals harder to resist Force powers. On Taris try to level up Soldier up to level 3, the enemies don't increase in difficulty if you don't level your character. But since I use the "Weapons of the Old Republic" mod. Bendak is difficult to defeat but doable. Just bring lots of advanced medpacks, and don't stay still or try to engage him in ranged combat. The bastard throws deadly grenades. If you find the game difficult then gradually level up. But if you want to get more Force powers when you become a Jedi try to save a couple of levels. You can level up the rest of your party as normal. I forgot to mention are you going light or dark? The reason I ask is because the reason I play Soldier/Consular is for the darkside powers. If playing lightside and focusing on buffs to yourself and party members. You can go Soldier/Guardian and your powers will still be effective if you are just using them for buffing yourself and team. In my head canon and since I first played KOTOR2 back when it first was released. In my head canon and the canon I set for K2 is, Revan faked his amnesia and used the Jedi's and Republic's resources to get revenge on Malak. So he is Darkside Male, since I can't stand Carth and don't want to see his mug in K2.
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1 pointUsing void DuplicateHeadAppearance(object oidCreatureToChange, object oidCreatureToMatch); You'd need to create two dummy UTCs, one male, one female, each equipped with the glass and null blaster and with the Proficiency All feat. Then under a fade to black you'd jump the PC somewhere out of sight and spawn in the fake of the appropriate sex, clone the PC's head onto it and duplicate their equipped armour/robes/clothes. The meat of your script could look something like this: object oPC = GetFirstPC(); object oFakePC; object oBodyItem = GetItemInSlot(INVENTORY_SLOT_BODY, oPC); location lSpawnPoint = Location(Vector(1.1,2.2,3.3), 0.0); if (GetGender(oPC) == GENDER_FEMALE) { oFakePC = CreateObject(OBJECT_TYPE_CREATURE, "FAKE_PC_TEMPLATE_FEMALE", lSpawnPoint, FALSE); } else { oFakePC = CreateObject(OBJECT_TYPE_CREATURE, "FAKE_PC_TEMPLATE_MALE", lSpawnPoint, FALSE); } if (GetIsObjectValid(oBodyItem)) { object oNewOutfit = CreateItemOnObject(GetTag(oBodyItem), oFakePC, 1); AssignCommand(oFakePC, ActionEquipItem(oNewOutfit, INVENTORY_SLOT_BODY, TRUE)); } DuplicateHeadAppearance(oFakePC, oPC); Then once that scene is done, under another fade to black you destroy the fake PC and jump the real PC back into position. Obviously this only works for pure cutscenes. You can't do it for a conversation requiring PC responses (at least during this part of it).
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1 pointPlaying The Witcher 1 the first time before a play-through of 2&3 and...YIKES. The story is good but the gameplay is absolutely killing it for me.
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1 point
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1 pointI like the idea of your mod, but unfortunately, the camera recorded Sion scene on the Harbinger (where Sion breaks out of the bacta tank) no longer works with this mod installed. The scene doesn't play and an unmoving Sion and republic soldier are spawned into the room. Once I removed the mod, the scene worked fine again. I used the longsword version, didn't try the saber version.
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1 point
Version 1.0.0
1,252 downloads
There are two puzzles in the two apartment complexes located in the lower city of Taris. Each complex contains a puzzle the player can figure out to gain some basic rewards. Too basic if you ask me. This mod changes these rewards to be more substantial and worth the hassle, especially on repeat playthroughs where the solution has been memorized. The trivia puzzle contains a breathing mask only available at the end of the game, and then only in one of two ending paths. The mask is not even that great when compared to equipment available in the midgame. The Twisted Rancor Trio puzzle now contains the rare Yusanis Dueling Shield, perfect for use in the arena. Both also contain the armors that are originally granted for completing the puzzles along with stacks of credits. The credits are of special note if using the "Tougher Merchants" mod by koaandl. As an added bonus I also removed the 'quest item' tag from "The Twisted Rancor Trio" datapad. Normally the game removes all quest items obtained on Taris after leaving the planet with the exception of this datapad. An oversight by the original developers no doubt. Without the tag you can take it, read it and then be rid of it. This mod had to be implemented through modification of the module files directly because of file name sharing. This mod also comes as is and not in TSL Patcher form for the benefit of Android users. It would likely be incompatible with K1R so there really is no point for a patcher version. Installation: Drop both module files into the "modules" folder and overwrite (I recommend making backups) the originals inside if prompted to. For Android users you must create a folder named "modules" in the same directory as your mod override folder on your device if you don't already have said folder. Credits: Kotor Tool by Fred Tetra, TSL Patcher by Stoffe